void Start() { wb = FindObjectOfType <WeaponBench>(); pab = FindObjectOfType <PassiveBench>(); pob = FindObjectOfType <PowerupBench>(); mp = FindObjectOfType <MusicPlayer>(); ic = FindObjectOfType <InputController>(); gops = FindObjectOfType <GameOptions>(); TMPBUI = GameObject.Find("TMPBUI").GetComponent <TextMeshProUGUI>(); TMPTUT = GameObject.Find("TMPTUT").GetComponent <TextMeshProUGUI>(); TMPTUI = GameObject.Find("TMPTUI").GetComponent <TextMeshProUGUI>(); TMPHS = GameObject.Find("TMPHS").GetComponent <TextMeshProUGUI>(); TMPBank = GameObject.Find("TMPBank").GetComponent <TextMeshPro>(); TMPTime = GameObject.Find("TMPTime").GetComponent <TextMeshPro>(); tutanim = TMPTUT.GetComponent <Animator>(); altar = FindObjectOfType <Altar>(); player = FindObjectOfType <Player>(); statl = FindObjectOfType <StatLibrary>(); sc = FindObjectOfType <SpawnController>(); TMPHS.text = ""; TMPTUT.text = ""; ClearStats(); killtext = "Kill enemies to get necromantic energy (Detrizide)."; dttext = "Press or hold the " + ic.Detrizide + " key when weapon is flashing to spend energy and cast spells. Do this constantly."; weapontext = "Collect weapons from the gold flashing altar in the middle once their cost has been paid."; passivetext = "Collect passive upgrades from the blue flashing altar to the west once their cost has been paid. "; poweruptext = "Powerups will periodically become available. Acquire them from the red flashing altar in the east to temporarily gain a bonus."; ammotext = "Some weapons run out of ammo. Switch weapons using " + ic.CycleWeapons + " or " + ic.NextWeapon + " to refill ammo."; swtext = "The Void Cannon and Devourer weapons are superweapons. These do immense damage, but cost banked Detrizide to use. Cost increases each use. "; }
private void Start() { statl = FindObjectOfType <StatLibrary>(); altar = FindObjectOfType <Altar>(); player = FindObjectOfType <Player>(); sc = FindObjectOfType <SpawnController>(); sl = FindObjectOfType <SoundLibrary>(); }
// Return a new student with random stats in an appropriate range public static Student GenerateStudent() { double grade = StatLibrary.NextGaussianDoubleWithAvgStd(GRADE_STD, AVERAGE_GRADE); double happiness = StatLibrary.NextGaussianDoubleWithAvgStd(HAPPINESS_STD, AVERAGE_HAPPINESS); double stress = StatLibrary.NextGaussianDoubleWithAvgStd(STRESS_STD, AVERAGE_STRESS); //Debug.Log("Making a student with grade " + grade + " and happiness " + happiness + " and stress " + stress); return(new Student(grade, happiness, stress)); }
public virtual void Start() { camera = FindObjectOfType <Camera>(); uic = FindObjectOfType <UIController>(); pjtsf = GameObject.Find("Projectiles").transform; unit = FindObjectOfType <Player>().GetComponent <Unit>(); sl = FindObjectOfType <StatLibrary>(); aso = FindObjectOfType <Player>().GetComponent <AudioSource>(); }
void Start() { altar = FindObjectOfType <Altar>(); wb = FindObjectOfType <WeaponBench>(); sl = FindObjectOfType <StatLibrary>(); detrianim = GetComponent <Animator>(); detriLight = gameObject; SetDTColours(); saveOriginalMaterials(); }
void Start() { aso = GetComponent <AudioSource>(); TMPWN = GameObject.Find("TMPWeaponNum").GetComponent <TextMeshPro>(); player = FindObjectOfType <Player>(); sl = FindObjectOfType <SoundLibrary>(); statl = FindObjectOfType <StatLibrary>(); sc = FindObjectOfType <SpawnController>(); originalMaterials = new List <Material>(); renderers = new List <MeshRenderer>(GetComponentsInChildren <MeshRenderer>()); FindObjectOfType <Detrilight>().saveOriginalMaterials(originalMaterials, gameObject); }
void Start() { wb = FindObjectOfType <WeaponBench>(); fwanimator = GameObject.FindGameObjectWithTag("FadeWall").GetComponent <Animator>(); altar = FindObjectOfType <Altar>(); //resUnit = altar.GetResUnit(); ic = FindObjectOfType <InputController>(); weaponmanager = FindObjectOfType <WeaponManager>(); sc = FindObjectOfType <SpawnController>(); aso = gameObject.GetComponent <AudioSource>(); sl = FindObjectOfType <SoundLibrary>(); statl = FindObjectOfType <StatLibrary>(); unit = gameObject.GetComponent <Unit>(); unit.SetDeadClip(sl.GetPlayerDead()); ownedWeaponGOs = new List <GameObject>(); previousWeapon = FindObjectOfType <PlayerWeapon>().name; ownedWeaponGOs.Add(sc.provideGameObject("BoneBag")); }
void Start() { TMPweaponnum = GameObject.FindGameObjectWithTag("TMPweaponnum").GetComponent <TextMeshPro>(); weaponPickupPos = GameObject.Find("WBPickupPos").transform.position; passivePickupPos = GameObject.Find("PAPUPos").transform.position; powerupPickupPos = GameObject.Find("PUPUPos").transform.position; playerUnit = FindObjectOfType <Player>().GetComponent <Unit>(); aso = FindObjectOfType <Player>().GetComponent <AudioSource>(); es = SpawnsetEnemies.Load(epath); egl = SpawnsetEnemies.Load(eglpath); ws = WeaponSpawnset.Load(wpath); pus = PowerupSpawnset.Load(poupath); pas = PassiveSpawnset.Load(papath); statl = FindObjectOfType <StatLibrary>(); spawnList = es.spawns; weaponList = ws.weapons; paList = pas.passives; pulist = pus.powerups; EGLSpawnList = egl.spawns; usedSpawnList = new List <Spawn>(); usedEGLSpawnList = new List <Spawn>(); pickupSpawned = FindObjectOfType <SoundLibrary>().GetPickupSpawned(); fastmode = playerUnit.gameObject.GetComponent <Player>().fastmode; }
//DONE public void OnPluginEnable() { try { //If the finalizer is still alive, inform the user and disable if (this._Finalizer != null && this._Finalizer.IsAlive) { ConsoleError("Cannot enable plugin while it is shutting down. Please Wait."); //Disable the plugin this.Disable(); return; } //Create a new thread to activate the plugin this._Activator = new Thread(new ThreadStart(delegate { try { this.ConsoleWrite("Waiting a few seconds for requirements and other plugins to initialize, please wait..."); //Wait on all settings to be imported by procon for initial start, and for all other plugins to start and register. for (Int32 index = 5; index > 0; index--) { this.DebugWrite(index + "...", 1); Thread.Sleep(1000); } //Initialize the stat library this._StatLibrary = new StatLibrary(this); //Don't directly depend on stat logger being controllable at this time, connection is unstable /*if (this.useDatabase) { //Confirm Stat Logger active and properly configured this.ConsoleWrite("Confirming proper setup for CChatGUIDStatsLoggerBF3, please wait..."); if (this.gameVersion == GameVersion.BF3) { if (this.confirmStatLoggerSetup()) { this.ConsoleSuccess("^bCChatGUIDStatsLoggerBF3^n enabled and active!"); } else { //Stat logger could not be enabled or managed this.ConsoleWarn("The stat logger plugin could not be found or controlled. Running AdKats in backup mode."); return; } } }*/ //Inform of IP this.ConsoleSuccess("Server IP is " + this._ServerIP + "!"); //Set the enabled variable this._IsEnabled = true; //Init and start all the threads this.InitWaitHandles(); this.SetAllHandles(); this.InitThreads(); this.StartThreads(); } catch (Exception e) { this.HandleException(new AdKatsException("Error while enabling AdKats.", e)); } })); this.ConsoleWrite("^b^2Enabled!^n^0 Beginning startup sequence..."); //Start the thread this._Activator.Start(); } catch (Exception e) { this.HandleException(new AdKatsException("Error while initializing activator thread.", e)); } }
public void SetSL(StatLibrary value) { sl = value; }
public void OnPluginEnable() { try { //If the finalizer is still alive, inform the user and disable if (_Finalizer != null && _Finalizer.IsAlive) { ConsoleError("Cannot enable plugin while it is shutting down. Please Wait for it to shut down."); Thread.Sleep(TimeSpan.FromSeconds(2)); //Disable the plugin Disable(); return; } //Create a new thread to activate the plugin _Activator = new Thread(new ThreadStart(delegate { try { Thread.CurrentThread.Name = "enabler"; if ((DateTime.UtcNow - _proconStartTime).TotalSeconds < 10) { ConsoleWrite("Waiting a few seconds for requirements and other plugins to initialize, please wait..."); //Wait on all settings to be imported by procon for initial start, and for all other plugins to start and register. for (Int32 index = 5; index > 0; index--) { DebugWrite(index + "...", 1); Thread.Sleep(1000); } } //Make sure the default in-game admin is disabled ExecuteCommand("procon.protected.plugins.enable", "CInGameAdmin", "False"); //Initialize the stat library _StatLibrary = new StatLibrary(this); //Fetch all reputation information PopulateCommandReputationDictionaries(); //Don't directly depend on stat logger being controllable at this time, connection is unstable /*if (useDatabase) { //Confirm Stat Logger active and properly configured ConsoleWrite("Confirming proper setup for CChatGUIDStatsLoggerBF3, please wait..."); if (gameVersion == GameVersion.BF3) { if (confirmStatLoggerSetup()) { ConsoleSuccess("^bCChatGUIDStatsLoggerBF3^n enabled and active!"); } else { //Stat logger could not be enabled or managed ConsoleWarn("The stat logger plugin could not be found or controlled. Running AdKats in backup mode."); return; } } }*/ //Inform of IP ConsoleSuccess("Server IP is " + _serverIP + "!"); //Set the enabled variable _pluginEnabled = true; //Init and start all the threads InitWaitHandles(); SetAllHandles(); InitThreads(); StartThreads(); } catch (Exception e) { HandleException(new AdKatsException("Error while enabling AdKats.", e)); } LogThreadExit(); })); ConsoleWrite("^b^2Enabled!^n^0 Beginning startup sequence..."); //Start the thread StartAndLogThread(_Activator); } catch (Exception e) { HandleException(new AdKatsException("Error while initializing activator thread.", e)); } }
private void HandleDeath(Collider col) { if (IsDead()) { //set layer to corpses layer foreach (Transform child in gameObject.GetComponentsInChildren <Transform>()) { child.gameObject.layer = 10; } if (!gameObject.CompareTag("Player")) { GameObject anim = Instantiate(deathAnim, transform.position, Quaternion.identity); anim.GetComponentInChildren <ParticleSystem>(); Destroy(anim, anim.GetComponentInChildren <ParticleSystem>().main.duration); } if (gameObject.CompareTag("Enemies") || gameObject.CompareTag("NecroSpawn") || gameObject.CompareTag("LichSpawn")) { Destroy(gameObject); GameObject soulinst = Instantiate(souls, transform.position, gameObject.transform.rotation); sc.SetTimeSinceLastKill(0); } if (gameObject.CompareTag("Friendlies")) { Destroy(gameObject); Player.CountFriends("Friendlies"); } if (gameObject.CompareTag("Player")) { DisableWeaponRenderers(); RawImage image = GameObject.FindGameObjectWithTag("DeadImage").GetComponent <RawImage>(); Color newcolor = new Color(); while (image.color.a < 0.8f) { newcolor = image.color; newcolor.a += 0.01f; image.color = newcolor; } if (sc.GetGameActive()) { uic.DisplayStats(); uic.DisplayHighScore(); } } if (!gameObject.CompareTag("Player")) { gameObject.layer = 10; StatLibrary sl = FindObjectOfType <StatLibrary>(); //Debug.Log("sl.GetDetrizide() = " + sl.GetDetrizide()); //Debug.Log("col.gameObject.GetComponentInParent<Bullet>().GetParent().GetComponentInChildren<Gauntlets>() = " + col.gameObject.GetComponentInParent<Bullet>().GetParent().GetComponentInChildren<Gauntlets>()); sl.SetDetrizide(sl.GetDetrizide() + detrizideGains); if (col.gameObject.GetComponentInParent <Bullet>()) { if (col.gameObject.GetComponentInParent <Bullet>().GetParent()) { if (col.gameObject.GetComponentInParent <Bullet>().GetParent().GetComponentInChildren <Gauntlets>()) { sl.SetDetrizide(sl.GetDetrizide() + detrizideGains); } } } } if (!hasDedSoundPlayed) { SoundLibrary.ResetPitch(GameObject.Find("Environment").GetComponent <AudioSource>()); SoundLibrary.varySoundPitch(GameObject.Find("Environment").GetComponent <AudioSource>(), 0.2f); GameObject.Find("Environment").GetComponent <AudioSource>().clip = dead; GameObject.Find("Environment").GetComponent <AudioSource>().PlayOneShot(dead); hasDedSoundPlayed = true; } } }